UNI320 Health & MicrobiomeIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI320
Course Name: Health & Microbiome
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: E-Learning
Course Coordinator: Dr. Öğr. Üy. DENİZ SERTEL ŞELALE
Course Lecturer(s): İbrahim Çağatay Acuner, Pınar Yurdakul Mesutoğlu, Deniz Sertel Şelale, Ayhan Mehmetoğlu
Course Assistants:

Course Objective and Content

Course Objectives: The aim of this course is to convey information on;
- fundamentals of human microbiota & microbiome
- formation and development of microbiota
- factors that affect the composition of microbiota
- effects of microbiota on human health
- association of microbiota with diseases
- pharmaceutical modulation of microbiota
Course Content: This course includes theoretical lectures regarding human microbiota and it’s effects on human health and association with diseases.

Learning Outcomes

The students who have succeeded in this course;
1) Should be able to define microbiota, microbiome and metagenome concepts.
2) Should be able to describe human microbiota and explain how its formed.
3) Should be able to explain the factors that affect the composition of microbiota.
4) Should be able to define the effects of microbiota on human health.
5) Should be able to explain the association of microbiota with diseases.
6) Should be able to discuss the use of pharmaceutical preparations that modulate microbiota in promotion of health.

Course Flow Plan

Week Subject Related Preparation
1) Introduction to microbiota, microbiome and metagenome concepts Review of the course materials
2) Transmission and development of microbiota Review of the course materials
3) Nutritional modulation of the gut microbiome Review of the course materials
4) Microbiota perturbations: Dysbiosis and Disease Review of the course materials
5) Microbiota & Obesity; Type-2 Diabetes and Cancer Review of the course materials
6) Gut microbiome and host immunity Review of the course materials
7) Microbiota & Gut-Brain / Gut-Lung Axis Review of the course materials
8) Mid term exam Review of the course materials
9) Consumption of antibiotics and microbiota Review of the course materials
10) Fecal transplantation Review of the course materials
11) Nutritional modulation of the gut microbiome for metabolic health and healthy longevity Review of the course materials
12) Prebiotics, probiotics and next generation pharmaceutical modulation of the gut microbiome Review of the course materials
13) One health approach, and microbiota Review of the course materials
14) Multi omics approach and future trends Review of the course materials
15) Final Exam Review of the course materials

Sources

Course Notes / Textbooks: Tungland B. Human Microbiota in Health and Disease. Academic Press;2018. ISBN 9780128146491
References: • Cryan JF, Dinan TG. Mind-altering microorganisms: the impact of the gut microbiota on brain and behaviour. Nat Rev Neurosci. 2012 Oct;13(10):701-12. doi: 10.1038/nrn3346. Epub 2012 Sep 12. PMID: 22968153.
• Sonnenburg JL, Bäckhed F. Diet-microbiota interactions as moderators of human metabolism. Nature. 2016 Jul 7;535(7610):56-64. doi: 10.1038/nature18846. PMID: 27383980; PMCID: PMC5991619.
• Carabotti M, Scirocco A, Maselli MA, Severi C. The gut-brain axis: interactions between enteric microbiota, central and enteric nervous systems. Ann Gastroenterol. 2015 Apr-Jun;28(2):203-209. PMID: 25830558; PMCID: PMC4367209.
• Kim S, Covington A, Pamer EG. The intestinal microbiota: Antibiotics, colonization resistance, and enteric pathogens. Immunol Rev. 2017 Sep;279(1):90-105. doi: 10.1111/imr.12563. PMID: 28856737; PMCID: PMC6026851.
• Sonnenburg JL, Sonnenburg ED. Vulnerability of the industrialized microbiota. Science. 2019 Oct 25;366(6464):eaaw9255. doi: 10.1126/science.aaw9255. PMID: 31649168.
• Mikroorganizmalar ve insan vücudu ile olan etkileşimleri
Microorganisms and their interaction with human body. Rıdvan Çetin et al. DOI: 10.5455/pmb.1-1422383762

• Tang ZZ, Chen G, Hong Q, Huang S, Smith HM, Shah RD, Scholz M, Ferguson JF. Multi-Omic Analysis of the Microbiome and Metabolome in Healthy Subjects Reveals Microbiome-Dependent Relationships Between Diet and Metabolites. Front Genet. 2019 May 17;10:454. doi: 10.3389/fgene.2019.00454. PMID: 31164901; PMCID: PMC6534069.
• İntestinal mikrobiyota ve obezite ilişkisi, The relationship between intestinal microbiota and obesity. Tuba tekin et al. Derleme 2018; 27: 95-99.
• Ichim TE, Patel AN, Shafer KA. Experimental support for the effects of a probiotic/digestive enzyme supplement on serum cholesterol concentrations and the intestinal microbiome. J Transl Med. 2016 Jun 22;14(1):184. doi: 10.1186/s12967-016-0945-2. PMID: 27333764; PMCID: PMC4918082.
• Kuugbee ED, Shang X, Gamallat Y, Bamba D, Awadasseid A, Suliman MA, Zang S, Ma Y, Chiwala G, Xin Y, Shang D. Structural Change in Microbiota by a Probiotic Cocktail Enhances the Gut Barrier and Reduces Cancer via TLR2 Signaling in a Rat Model of Colon Cancer. Dig Dis Sci. 2016 Oct;61(10):2908-2920. doi: 10.1007/s10620-016-4238-7. Epub 2016 Jul 6. PMID: 27384052.
• Salvucci E. The human-microbiome superorganism and its modulation to restore health. Int J Food Sci Nutr. 2019 Nov;70(7):781-795. doi: 10.1080/09637486.2019.1580682. Epub 2019 Mar 7. PMID: 30843443.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

6

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 1 % 20
Midterms 1 % 20
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 14 0 3 42
Homework Assignments 1 20 1 21
Midterms 1 30 1 31
Final 1 30 1 31
Total Workload 125